Views : 103,453
Genre: Gaming
Date of upload: Dec 16, 2023 ^^
Rating : 4.928 (81/4,407 LTDR)
RYD date created : 2024-05-14T04:57:10.557903Z
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Top Comments of this video!! :3
The game's ambient occlusion is very minimal, even on its highest setting, which plays a big role in the shadows looking weird at times. I think the lighting engine works great for campaign, multiplayer not so much, but campaign yea, those forerunner interiors with blue reflections everywhere are beautiful.
203 |
Man I just can't get over how awesome Infinite would have been if it launched as an actual finished complete product. Since they are working on a new Halo game, I hope they manage to pull it off from day 1. No more post-launch features we used to have on day 1. It should be post-launch expansion, not post-launch development.
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I think this game would be a stellar candidate for ray traced reflections, as there are so many huge shiny surfaces that make it painfully obvious how much the game leans on screen space reflections to make it work. I understand it might not run on console, but Infinite is not a super demanding game on PC and I definitely think they could integrate more ray tracing without tanking PC performance. On another note, the low performance cost was one of the main reasons I kept RTSS on at all anyway.
39 |
Very informative! Kind of funny looking back the the early 2000s when games had to bake details for shadows and lighting into the textures themselves, and Halo 3 was no exception! As someone who's worked on that kind of work as part of a team of devs, I loved seeing the textures from then in this video too.
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I don't think the lighting was ever really the problem with the visuals in Infinite, there's 2 major things that stand out to me about the way it looks. First is the way the game uses PBR materials, there's just something about the way the game handles the shading on these textures that makes them seem flat and... off looking... This is the largest contributer to how Halo 3 is better looking in many cases even with its lower fidelity, every shader and texture in Halo 3 was fine tuned to look as good as it does, there's several layers of textures and shaders that go into making the ghost have the beautiful shine with little detailed scratches in Halo 3 as an example, the PBR textures in Infinite just don't seem to have the same tweakability and end up looking far worse in the end IMHO.
The second problem is the gamma and contrast, it looks like the game has its gamma set too bright by default, giving everything that nasty slightly washed out look, at least you can sort of fix that by lowering your gamma setting, but if I'm remembering correctly some dark areas suffer from the contrast being overkill at the lower gamma setting (I haven't played the game since last year however) but yeah, I'm 99.9% sure the texture system and gamma are why the game just doesn't look right.
13 |
I just wish halo infinite had better ray tracing options, sun shadows is great, but ray tracing lighting and reflections, etc, could take the game to the max. Games like cyberpunk show the benefits of RT, and halo infinite could definitely benefit a lot from it. Hopefully when they find a comfortable pace of development with this new team, 343 is able to go back and add stuff like this to campaign or whatever 😊
19 |
Some of my maps are indoors and have the skylight disabled. They don't have that weird grey sheen. And there's a lot of areas that are completely in the dark or partially lit.
It bothers me so much that I try to entirely rely on light objects instead to avoid that, which is so impractical and time consuming.
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Thank you for pointing this out! While it may go under some people’s radars, to me those shadows turn Infinite from a last-gen-looking game to a current-gen one.
Really interesting to learn about the lack of animations. I assume that means the ray-traced shadows are baked-in in some way, similar to Halo 3?
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@crush3r_102
4 months ago
Honestly I didn't realize how much the shadows actually helped the game look better, this video really brought light to that, and I appreciate it.
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